You're presented with opportunities for peace and trade or war and conquest.Īdvances are less linear than RTS games and improvements are permanent. You research technologies, which allow you to build better units and new city improvements. The premise is simple but has become timeworn: you take a faction from Stone Age primitivism to either global conquest or interplanetary colonization. While there had been earlier games that incorporated many of the features, such as conquest, tech trees, and city management, Sid Meier's landmark game brought them all together and with the necessary oomph and flair to appeal to a large demographic beyond just wargamers that gave it a staying power as one of the most dominant and recognizable PC franchises in history. v01: taxmen and scientists always available.Sid Meier's Civilization was a watershed for the 4x genre before the genre even had its present name. v01: maintenance cost of barracks is 0/1/2 depending on epoch. v03: no more than 3 military units per city can suppress unhappiness v03: large empires with primitive governments get extra unhappiness, and even red citizens with double unhappiness may appear v01: rate of unhappy citizens is constant. Some changes are relevant for experienced players and make v03 harder for people playing aggressive despotism only. Most changes were also kept in conversions for Windows etc. In later versions labelled 474.03 ( ) or greater, probably easier to find, there were some changes in the game rules. Note that this is the very first version of Civ 1 for MS-DOS, labelled 474.01 or 475.01.
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